Welcome to this mod (in development) supported on youtube, there is no Brutal Doom with dark and terrifying atmosphere where danger comes in all the corners of hell.

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Post article RSS Articles

Version 0.52 is here!

News

Hello again, everyone!

We're back today with another release. Version 0.52 also brings with it some changes to the requirements. Due to the scripting functions we are using, Dragon Sector (The Remake) now requires GZDoom 4.10 or above. Because of the crash bug we found in the last release, we're recommending using a 4.11 Development build, which as of now, has the crash bug fixed.

We realize that this is an inconvenience, so for the Full Pack we have bundled the current Dev Build as well as the current build of Project Brutality to make things easier. We hope that as we continue to evolve this project, that you'll continue along this ride with us. We did our best to try to retain legacy compatibility, but to do what we wanted to do and to not crash when you begin a game, it just wasn't possible.

Screenshot 50

This release should be the last of the 0.5x series, unless we run into another showstopper that needs to be addressed. Now, BarefootMapMaker has started work on Map 06, Port Titan. It's still in its early stages, but you can probably infer something from the name. We look forward to showing you how it's coming along, once it's fleshed out a bit more.

In the meantime, we'd like to thank everyone for the support, and for playing our maps.

Right then! On to the notes!

Screenshot 48

Improvements This Update:

Fixed a lot of performance issues with map05 - Nuclear Station.

--All monsters in monster traps have been set to dormant, only activating when called upon by player actions. This prevents a lot of CPU bogdown, as monsters only activate when they are needed. There are over 600 monsters in this map, and it was causing a lot of CPU overload. Which, as said, has been fixed.

Security Drones and Bots have been significantly improved. They now do line-of-sight checks, to make sure the player isn't going to be hit by their fire. This prevents a lot of unnecessary fragging by these assets, and it helps them to be used a lot more intelligently and with a lot more confidence. Special thanks goes to inkoalawetrust for his help with these improvements! We're still working on the Drones and Bots. The more we learn, the better they'll get!

We added a nice collection of “Materials” textures to our texture assets. Just tastefully added stuff, to help set the maps off more, without changing the overall feel of the maps. It is a noticeable improvement. Special thanks to Chilvence, KuriKai, Jacob Østergaard - email address(freelanzer@gmail.com), Reinchard, Tea Monster, Ron Goode, for the DHTP, to AndrewMRX for the displacement shader, and DraugraK & Berzerk Doomer for the PBR pack.

We compressed our entire texture library. This helped reduce the size of the pk3 by about 200MB and it helps significantly with texture load during play. Everyone should notice a significant uptic in performance. It is still recommended that everyone precache textures, however, as this always helps with performance when loading in large texture sets.

Made a few minor texture changes across all of the maps. Nothing earth shattering, just stuff changed here and here to help make the maps all look a little better.

Changed how the Rebreather works. It now only lasts for Five minutes instead of twenty. However, the rebreather's battery only depletes when you're using it. There is now also a timer on-screen to let you know how much time you have left. Picking up multiple rebreathers will still add to its time.

Gameplay Changes:

  • Map01:
    • changed the Blue Armor to Green Armor in the acid room of the Morgue. The Blue Armor is now in a secret area.

See the tutorial for instructions on how to get up and running.

Screenshot 49

Rip and Tear!

BarefootMapMaker & DarynS

Hotfix v0.51a Now Available

Hotfix v0.51a Now Available

News

There was a pretty significant performance issue on Map 5. We've made some changes to help improve the resource usage.

new news

new news

News

Much has this mod since it came out on YouTube thank you very much for your downloads

You need Brutal Doom v20b Blood ode to make it work

You need Brutal Doom v20b Blood ode to make it work

Starting a mod Tutorial

This is an Addon for Brutal Doom v20b Blood ode, so it works you need gzdoom and this mod

Add file RSS Files
DEIMIAN's Real Metal Doom Soundtrack v2.0

DEIMIAN's Real Metal Doom Soundtrack v2.0

Music 40 comments

V2.0---------------------------------------------------------------------------- Los tracks fueron triplicados, ahora son 114 canciones de puro metal...

BRUTAL DOOM SAG HELLSTORM V8

BRUTAL DOOM SAG HELLSTORM V8

Full Version 12 comments

Bloody, dark totally new experience for those who got bored of the normal Brutal Doom.

Monsters S.A.G

Monsters S.A.G

Full Version

Very,very much hard here in its mod more 40 Monsters Random

BRUTAL DOOM SAG HELLSTORM V7 ADDON FOR BRUTAL DOOM

BRUTAL DOOM SAG HELLSTORM V7 ADDON FOR BRUTAL DOOM

Full Version 5 comments

Welcome to this mod (in development) supported on youtube, there is no Brutal Doom with dark and terrifying atmosphere where danger comes in all the corners...

Post comment Comments  (0 - 10 of 13)
Guest
Guest - - 690,647 comments

This comment is currently awaiting admin approval, join now to view.

doomguy214
doomguy214 - - 23 comments

I got following error while running with blood ode:-
Script error, "BDHv7.pk3:fleshwizard.wad:DECORATE" line 460:
Script error, "BDHv7.pk3:fleshwizard.wad:DECORATE" line 460:
Tried to define class 'SuperWallRedBlood' more than twice in the same file.

Reply Good karma Bad karma+2 votes
S.A.G Creator
S.A.G - - 30 comments

I do not give me this error, try with version 2.0 of gzdoom

Reply Good karma+2 votes
FulgoreElite
FulgoreElite - - 3 comments

also sometimes when i bump a wall i sorta get stuck to it for a 1 second short time until i can move again.

Reply Good karma Bad karma+2 votes
S.A.G Creator
S.A.G - - 30 comments

Those errors can be solved in other versions

Reply Good karma+2 votes
FulgoreElite
FulgoreElite - - 3 comments

great work on this project man. by the way does this work with DoomII, plutonia and TNT wads? getting errors on those wads or probably im doin something out of place...but with ultimate Doom wad it worked great.

Reply Good karma Bad karma+2 votes
S.A.G Creator
S.A.G - - 30 comments

Because I do not give me this error, try with version 2.0 of gzdoom

Reply Good karma+2 votes
FulgoreElite
FulgoreElite - - 3 comments

cool thanks a bunch!

Reply Good karma Bad karma+2 votes
+Pain+
+Pain+ - - 19 comments

does it work on zandronum?

Reply Good karma Bad karma+3 votes
Guest
Guest - - 690,647 comments

If it works with GZDoom 1.8.6 then it does

Reply Good karma Bad karma+1 vote
S.A.G Creator
S.A.G - - 30 comments

I dont knew

Reply Good karma+2 votes
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account:

X